TES Skyrim 0.166

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Re: TES Skyrim 0.166

Sun is not always visible.

Skylighting must work for any time of the day, because of specific game weathers, because the fact that game can be modified to any look in creation kit, because in the night ambient occlusion is also must work.

Bright objects are lit by classic math and i'll never do any changes to limit values, this is return to original game, without hdr.

Palettes for day and night can be created by writing 1-2 lines of code in enbeffect.fx

More controls for color not required, because it's not photoshop, hdr images have different color processing and if users fine with sweetfx, it's not my business. All features easy to code in enbeffect.fx
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Re: TES Skyrim 0.166

Hi and thanks for the quick replies. ;)

@Jawz:

I will look into this ELE mod, sounds interesting.

I would rather not have to adjust day ambient light and skylighting as i have them looking just right. I should have stated that with interiors i mean things like dungeons and caves etc... not buildings.

I am aware of tonemapping(oversaturation i assume you mean) and its effect, and yes you are correct that it helps to reduce highlights, but it only goes so far in reducing the amount of bleaching of bright objects and doesnt actually 'prevent' objects already close to 255 from getting brighter... if you see what i mean.

Ah... was unaware that it had been asked before, so its a no to more than one palette. Ashame as i think it would be fairly easy to implement - just have each palette tied to day and night, so if its day - use day palette and if its night - use night palette. But oh well...

I'll do just that, thanks for the tip ;) . Wasn't aware there were more effect files out there.

@ ENBSeries

Yes i had a feeling that the sun may not always be visible... but thats the key word 'visible', but does that mean the sun it isnt there at all or you just cant see it? But obviously if the sun does actually stop being rendered by the game then i guess my suggestion wont work.

Ah i understand, so skylighting HAS to be enabled for both day and night....

Fair enough.

Oh... didnt know that - although im not very good when it comes to computer programming. Any idea what those 1-2 lines of code would be? I'm guessing some sort of 'if' and 'then' commands? :?

I understand more color controls are not a requirement - i just thought it would be nice to have additional configuration options. I already use sweetfx but havnt seen anything like what i suggested in there. Again im no programmer ;)


Oh and is it just me or is IL not working....?


Thanks again ;)
Last edited by imzo on 08 May 2013, 10:53, edited 1 time in total.

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Re: TES Skyrim 0.166

ENBSeries:

Are you talking about using the factor commands inside the enbeffect.fx to alter the one enbpalette.bmp based on the time of day or are you saying that it's possible to implement two separate enbpalette.bmp files to different time periods. If the later one, how would 2 lines of code achieve that?


imzo:

Then try adjusting the nights ambient lighting then and compensate the brightening of the whole scene with directlighting.

That too, both of the tonemapping settings should be used together. I know what you meant from the start and I can only think of Kermles advanced enbeffect.fx file, but it won't let you have that specific brightness control though. He said he was working on a new tonemapping feature which he has yet to release due too not enough people seemed to need he's changes and was satisfied with boris, HD6, MTichenor or my files. I don't know if he will release it in the future but hopefully he will. http://skyrim.nexusmods.com/mods/33593//?

I have added settings in my enbeffect.fx that let's you control the one enbpalette.bmp separately from interior and exterior with night and day settings. Meaning it has Night and Day settings for both exteriors and interiors as with all of the commands in inside those file I have covered. Currently it only adjusts the intensity of the palette but will look into some other ways that would be useful to have, but I don't see the point in having more control over just the one and the same palette such as how it's colors is rendered, I have added an extended color control to both bloom and the regular color already.
Last edited by --JawZ-- on 08 May 2013, 11:05, edited 1 time in total.

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Re: TES Skyrim 0.166

@Jawz

Im assuming that question was for Boris (im assuming thats who ENBSeries is).

But yes if 2 lines of code could have that effect id be very interested to know what this code would be. Also i'd settle for just altering the one enbpalette.bmp for day/night seperately, atm we have the option to adjust the palette in enbseries.ini (brightness and gamma curve), but this adjustment is universal and effects both day and night. Would be nice to have seperate values for day and night like we have we other options...

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Re: TES Skyrim 0.166

Thanks for the info Jawz

I will certainly give your effect.fx file a try ;)

I will watch out for Kermles' effect files, thanks for the tip.

The issue i have with nights is that i already have direct lighting set to almost 0 (its night time, there is very little direct lighting), while i have ambient lighting at double the day time value which makes certain object at night quite bright but i also still have areas that are almost pure black (this is because i have a high gamma curve). I 'could' actually fix all my night time issue - but this would involve altering (lowering) the gamma curve (i have a high gamma curve because it makes days look less washed out), but this would also effect days too. So for me having options for both day and night for the palette is a must... if you see what i mean. But i will try your effect file and see what i can come up with.

Thanks again

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Re: TES Skyrim 0.166

@imzo

I too have issues with how quite a number of objects turn turn pure white under Direct Light during day and have been, quite unsuccessfully, trying to code my way around it in enbeffect.fx. However, I also believe that the actual "proper" solution to this issue is not code but a change to the object meshes and/or textures. I did one quick experiment with spider webs, which light up quite neon like whenever a light source hits them. Made a couple of tweaks to the appropriate mesh shader related values and was able to mitigate the extreme brightness effect. While encouraged at my success, I am also daunted by the sheer number of objects that need to be tweaked.

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Re: TES Skyrim 0.166

@Dinkledorf

I too have juggled with the idea of altering the meshes - but as you say, the sheer number of them is quite daunting. I personally like my game to be bright with lots of direct lighting as it is in real life on a hot summers day, but unlike real life - having this much lighting in-game causes lots of things to become completely bleached white. I would try coding myself but my programming skills are extremely limited. Would be nice if there was a system that looks a the whole image and says ' this area is already at a brightness of 200 (0-255 scale), so this area well not be effected by increasing directlighting ' - but i have no idea how you would code for that... And yeah i know exactly what you mean with spiders webs....

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Re: TES Skyrim 0.166

I suggest that you take a closer look into Kermles enbeffect.fx file and get familiar with those settings in PP6, 7 and 8. PP = Post Process if you didn't already know that.

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Re: TES Skyrim 0.166

--JawZ--, imzo
Palette is just a image and any image can have many different pixels, pixels are data, so many data types. Two palettes are one file with two images in it. Day/night interpolator is constant variable and it is the factor for blending different palettes.

For simplest changes in palette, replace "brightness" variable with "EDayNightFactor" or set brightness=EDayNightFactor. Vertical axis of image as day/night is better than overall brightness which is very hard to control with hdr input, palette code originally designed for ldr.

Sun is not visible means not drawed or not exist in location. In helper mod probably i'll make time of the day reading, but sky horizon will stay by default.

More color controls means less performance (not important much) and bigger issues with color tweaking. I never saw photoshop edited images of vanilla gta 4 or skyrim which looks similar to modified version, it's impossible. So how do you think simple color controls will help? Palette do all color changes at once.

IL is working.

Dinkledorf
Replace white textures with darker, even clear whitest paper have about 95% diffuse reflection. In the past i did variable to reduce brightness of textures at same place where ColorPow applied, but saw bugs for some objects and removed.
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Re: TES Skyrim 0.166

I hear you Boris, there are just so many of them that would require modification, I hesitate to start.
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